Barbarian
Base Class: Barbarian

The path of the Primal Might is one of raw and bare power. You may have inherit your might from your parents, your tribe's knowledge, your ancestors lineage or through a powerful entity's gift. However you've reached to this point in your path, you discovered a power within your rage that you're still learning to ride, to manage, focus and master, that propels you to the middle of combat with a free spirit and without the need of depending or counting on obtrusive weapons.

Fists of Fury

As long as you're not wearing heavy armor, when you take the attack action and attack only with unarmed strikes, your unarmed strikes that use your Strength ability for the attack and damage rolls, deal 1d4 + Strength modifier instead of the normal damage from unarmed strikes. This die changes to a d6 at 6th level, to a d8 at 11th level, and a d10 at 17th level.

Living Weapon

While you are raging and not wearing heavy armor, wielding weapons or shield, you gain the following benefits:

  • Your body is considered a melee weapon you are proficient with, and your attacks with Fists of Fury are considered melee weapon attacks with a melee weapon that has the special and heavy properties. Any beneficial rules that apply over weapons, like spells,  class or any other kind of features, can be applied over your Fists of Fury. If the ruling of such a feature stablish that it applyes over a singular weapon, you apply it to one of your own entire arms or fists, or legs. You can have up to 2 limbs affected by this feature at the same time.
  • You can use two-weapon fighting with Fists of Fury.
  • You gain a bonus to your attack rolls with Fists of Fury equal to half your proficiency bonus (rounding down). This bonus does not stack with any other bonuses to attack rolls granted by features or spells like Magic Weapon. You have to choose between both bonuses to your attack rolls.
  • The power of your legs grants you the ability to perform full high jumps and long jumps, without taking 10ft of previous movement.

Fury Points

You can feel a stream of wild power running through you that inflamates your Rage and enables you to acomplish prodigies. This power is represented by a pool of Fury Points that you can expend on some features called Anger Gifts, which are described later.

The ammount of Fury Points in your pool is equal to your maximum Rages per long rest + your Rage damage + your Constitution modifier.

Anger Gifts. 3rd Level.

At 3rd level, and later at higher levels, you gain access to some features called Anger Gifts you can expend your Fury Points on. You need to be raging to use them and you can spend a maximum number of Fury Points up to your proficiency bonus, on the use of an Anger Gift.

Cannon Ball

You spend 1 Fury Point and use a bonus action to propel a willing creature of your same size or smaller within 5 feet of you, at a distance equal to your Strength ability score + the creature's high or long jump, depending on your intended direction.
While the propelled creature is moving, or at the end of its movement, if she successfully makes a melee weapon attack, it deals 1d4 of additional damage of the same type as the original weapon attack. This extra damage die increases as your Fury Fists die increases.

Furious Smash

When you hit with an attack using your Fists of Fury, you can spend Fury points to add additional damage to the normal damage from your attack. Spending 1 Fury point adds 1 damage die. The dice type you add are equal to your current Fists of Fury damage die, and the bludgeoning damage they deal is considered magical for the purpose of overcoming resistances and immunities to non-magical bludgeoning damage.

You can spend a maximum of Fury points per hit equal to your proficiency bonus. The impact of your Fury Smash generates a thunderous noise that can be heard up to 50 feet away.

Knock Back

When you hit with an attack using Furious Smash against a creature that is Huge or smaller, you can activate this ability as a reaction. You spend a number of additional Fury Points, up to a maximum equal to your proficiency bonus. The creature must succeed in a Strength saving throw, or is pushed 10 feet away from you in any direction (even upwards, as long as your positioning relative to the creature's allows it) per Fury point spent, and ends up prone. If the creature you push encounters any obstacles in its path, whether it is a solid surface, an object, or another creature, both the pushed creature and the obstacle it hits suffer 1d6 non-magical bludgeoning damage per Fury Point spent to push it.

Weavebreaker Fists

When you reach 6th level, your attacks with Fists of Fury count as magical for the purpose of overcoming resistances and inmunities to non-magical bludgeoning damage.

Anger Gifts. 6th Level.

At 6th level, you gain new Anger Gifts.

Intercepting Smash

When a creature you can see makes a ranged weapon attack or a ranged spell attack that requires an attack roll and deals damage, and while the projectile or projectiles are within range of your movement speed, you can use your reaction and spend 2 Fury points to try to impact the projectile mid-air.
You make a ranged attack that uses your Fists of Fury against a DC equal to the attack roll from the attacker. If you succeed, you generate a pressure wave that reduces the damage of the attack by an amount equal to 1d10 + your Dexterity modifier + your Wisdom modifier + your Barbarian level. If you reduce the damage to 0, Intercepting Smash deflects the attack or destroys it. If you don't reduce de damage to 0, the target of the attack suffers any lasting damage. You can use this trait before or after the enemy's attack roll, but before knowing the result of it.

Unstoppable Thrust

You can use a bonus action and spend 2 Fury Points to double your jump distance for 1 minute. You can also activate this feature at the same time you enter your Rage.

Wrath Shield

At 6th level, you learn to be a shield to your friends. When an allied creature you can see receives a critical impact or a hit that reduces its Hit Points to 0, you receive a special reaction you can use to spend 2 Fury points and immediately make a jump to a distance up to your maximum speed, and interpose yourself between the blow and your ally. You receive the damage instead of the protected creature, that can use its reaction to make an attack with advantage against the enemy that triggered this feature.
Additionally, you can choose up to 5 allies who have been able to see the maneuver, so that they gain advantage in their next attack roll or saving throw until the end of their next turn. They cannot benefit from this effect again until they complete a long rest. You must complete a short or long rest to use this feature again.

Anger Gifts. 10 Level.

When you reach 10th level, you gain new Anger Gifts.

Reckless Accuracy

When you activate your Rage, and for as long as it remains active, you can spend 3 Fury points to have your Fists of Fury get a critical hit with a roll of 19 or 20 on de dice.

Spellbreaker Smash

When a creature you can see within 15ft from you is noticibly casting a spell, you can throw a violent blow in the direction of the creature that provokes a disruptive wave that literally breaks the casting of the spell. As a reaction, you spend 3 Fury points to try to interrupt the spell. The interrupted spell has no effect if you succeed in an attack roll using your Fury Fists against a CD of 12 + the spell level (minimum of +1, even if it's a Cantrip). Once you use this Anger Gift you must take a short or long rest to use it again.

Swift Wrath

At 10th level, the additional speed granted for your Fast Movement feature increases to 20ft.

Rage Beyond

When you reach 14th level, there's no longer a limit to the maximum number of Fury Points you can spend on a single use of Fury Smash, and for every Fury Point above the first one you spend to push the creature with Knock Back, you can push it an additional 10 feet.

Primal Might Image